Quote Originally Posted by Shurrikhan View Post
Reduce truly needless button-bloat.

If a skill can only be used after another, and the first cannot be reused (due to its recast time or anything else rigidly preventing it) for the whole time the follow-up action can be used (as in Namikiri Ready for 30s, which can only occur after incurring the 120s CD of Ikishoten), there is no reason for the follow-up action to require an additional button, and there should at least be an unencumbered option to consolidate them, or even direct consolidation for all. Likewise, if there is never any reason to waste the follow-up action before recasting the initial action (as in Draw->Play), they should (have the unencumbered option to) be consolidated.

If a skill is only technically usable (as a trap) outside of a particular sequence (see true "combos"), then there should likewise be an unencumbered option to consolidate that sequence into a single key.
I agree with this, though I want to add to it:
This may be covered by what you already wrote about traps, but for example, I would want BLM's Despair to be the same button as Blizzard III. In 99% of cases you would never want to cast Blizzard III when you could instead cast Despair; that remaining 1% edge case only exists because the BLM goofed and didn't leave themselves enough Astral Fire time to cast Despair, so they're casting Blizzard III to mitigate their mistake. I don't think that rare "already-messed-up" edge case is worth making these skills 2 different buttons, and I'd be surprised if there weren't other actions that could similarly be consolidated.

Redundant buttons should be removed or consolidated.
Bard has some great examples of this, though most classes have something in this vein:
Empyreal Arrow and Sidewinder are both just cooldown damage oGCD's (and depending on your perspective, so is Bloodletter). This is just the same skill 2 (or 3) times with 2 (or 3) different buttons. Rather than adding redundant skills, just adjust the damage or cooldown of existing skills that are the same, so that players get the experience of using oGCD's more often without button bloat.

Similarly, Venemous Bite and Windbite are the same skill. It's unnecessary. Just allow a second stack of venom on targets or something so this can be one button. You're making a controller-friendly game, so don't add multiple skills unless they actually add something new to a class's rotation that is worth a whole new button.

Add an accessibility setting to hold buttons for fights with button-mashing mechanics
This is unreleated to button bloat, but it should be incredibly easy, and it's kind of stunning that this wasn't done long ago. Just a given if you care about your disabled/aged players. Easy win.